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Cygnar Colossal

Perhaps Nemo’s greatest creation, the Stormwall towers over Cygnar’s enemies with all the majesty and menace of a looming cloudburst. From the thunder of its guns to the blinding cracks of arcing electricity from its lightning pods, the Stormwall is the mechanikal embodiment of the tempest. Powered by both steam and surging voltaic energy, it riddles the enemy lines with cannon shells and hails of bullets before smashing survivors with its electrified fists.

Basic Info[edit]


STR 17
DEF 10
ARM 19
'HP 56
Cost 39
See also How to Read the statblock

Weapons and Attacks[edit]

  • Big Gun (x2) - 14" range, POW 15 guns
  • Chain Cannon (x2) - 10" range, POW 10, ROF d3 guns
    • Sustained Fire - Instead of attacking normally, you can place a wall-sized template instead. This template stays in play for one round (or until this model dies) and does damage to models walking in it. The damage roll is equal to the weapon's POW.
  • Voltaic Fist (x2) - 2" reach, P+S 20 melee weapons

Special Abilities[edit]

  • Colossal - Colossals are giant warjacks, even bigger and stompier. They all share a stack of standard special rules.
  • Construct - This model is a construct and is not a living model.
  • Immunity: Electricity - This model does not suffer electrical damage, and is ignored when determining lightning arcs.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Activate Lightning Pod - When you finish movement you can shoot out a Lightning Pod. When it lands it does average electrical damage to all enemy models between it and this model.

Lightning Pod[edit]

The Lightning Pod is a solo put into play by the Stormwall.

Lightning Pod
ARM 15
HP 1

Weapons and Attacks[edit]

  • Unarmed - This model has no weapons.

Special Abilities[edit]

  • Conductor - If a Stormsmith Stormcaller makes a (★ Attack), this model counts as a friendly Stormcaller too.
  • Created - This model does not begin the game in play. Instead, it is created by other model's abilities.
  • Immobile - This model has no Normal Movement or Combat Action, cannot become knocked down or be moved, and is automatically hit by melee attacks

Thoughts on Stormwall[edit]

Stormwall in a nutshell[edit]

The Stormwall is a powerful weapons platform with the main guns from a pair of Defenders and a pair of Sentinels, better melee than a Stormclad, and almost the toughness of two heavies. A big centrepiece to your army, with good board control tools.

Combos & Synergies[edit]

  • ARM 19 is fair, but not exactly exceptional. With such a large points investment, you want to be casting Arcane Shield on the Stormwall to keep it in the game as long as possible.
    • So if that's not available to your Warcaster, it really is a good idea to include a Journeyman Warcaster.
    • Stryker1's feat can put its resilience on the double figuratively, while Darius's feat on the double quite literally.
  • Captain Arlan Strangewayes can relieve the focus burden or just keep it in the fight for even longer using Repair.
  • You want the big guns to hit - bring Rangers to help its average RAT.

Drawbacks & Downsides[edit]

  • The more jacks you have, the more Power Up focus you have access to. With two Defenders, you can have two fully boosted (i.e. hit and damage rolls) Heavy Barrel shots. With the same two focus applied to a Stormwall, you can only fully boost one Big Gun shot and either boost the attack roll or damage roll for the 2nd.
    • This is what makes a Stormwall a worthwhile option with Caine2 - Fire for Effect means you fully boost one Big Gun, allocate one focus to boost the attack roll of the second and use the Power Up focus to boost the damage roll.
  • Its MAT and RAT are decidedly average for Cygnar. In particular, its MAT is lower than anything on the Ironclad chassis, so it can be a risk to commit it to melee against models with even a slightly above average DEF.

Tricks & Tips[edit]

  • Outside of zapping enemies, Lightning pods are ubiquitous tools. Use them for zone contesting, score on flags, block charge lanes, or just jam the advance of enemy heavy hitters which rely on slams or charges - especially other, huge based models. They are also good starting points for electro leaps. Due to their immobile nature they're also good at keeping models in place, if you expect them to be pushed.
  • 2 Sustained Fire template can secure you a 9" wide zone. If have Gun mages around, use the same trick, as with the Cyclone, and push enemies into it with Thunderbolt rounds.
  • Place Sustained Fire template on enemies, which are engaging your own troops - especially cheap, jamming models with poor ARM. They either have to walk out of it, receiving a free strike, or fight your troops, and getting hit by the template by the end of their activation. Don't play this trick against models with access to Reposition though.
  • Lightning pods don't have to be in LOS for the Stormwall - you can drop it behind of your colossal, if it helps Surge / Triangulation, or fry models / solos sneaking up from behind to your lines.
  • Things that forbid you to make ranged attacks forbid you to use Sustained Fire too, as you must be able to make ranged attacks, to be able to "do something instead of the attack".



  • Originally released in Warmachine: Colossals (2012)

Theme Forces[edit]

Themes for non-character warjacks (Edit)

Other faction models[edit]

Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege1 - Siege2
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1 - T. Warcaster Lieutenant
Marshals Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA
Light warjacks Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy warjacks Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, & Battle Engines
Units Gun Mages - Mechaniks - Long Gunners - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - T. Cannon Crew - T. Chain Gun Crew - T. Commandos - T. Express Team - T. Long Gunners - T. Infantry - T. Mechaniks
Black 13th Gun Mage Strike Team

Ranking Officer CA : Captain Jonas Murdoch

Solos Arcane Tempest Rifleman - Captain Adept - Journeyman Warcaster - Squire - Stormblade Captain - Stormcallers - T. Buster - T. Master Gunner - T. Patrol Dog - T. Warcaster Lieutenant
Runewood - Strangewayes - Maxwell Finn - Anson Hitch - Harlan Versh - Jakes1 - Bastian Falk - Gwen Keller - Laddermore - Harrison Gibbs - Viktor Pendrake
Battle Engines & Structures Storm Strider - Trencher Blockhouse
Theme Forces
Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Merc cygnar.jpg


Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
Other Controllers Mini-casters Gastone Crosse - Rorsh & Brine - Brun Cragback & Lug
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Cygnar army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
Units, Solos, & Battle Engines
Units High Shields - Horgenhold Artillery - Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Alexia1 - Sam & the Devil Dogs - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Anastasia - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone - Gorman - Hutchuk - Lanyssa - Rockbottom - Dougal - Ragman - Raluk - Rhupert - Rorsh & Brine - Savio - Sergeant Nicolas - Stannis - Taryn - Thor
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Battle Engines Hammerfall Siege Crawler

Rules Clarifications[edit]

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Rules Clarification : Sustained Fire      (Edit)

  • The template is not "wall terrain" and does not provide cover nor prevent movement. It's just a template.
  • Hazard templates and "non-hazard damage" templates (Edit)
    • Some templates are defined as 'Hazards' but some, like Creeping Barrage, are not.
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).
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Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • See the Throw article for a recap of the core Throw rules.
  • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.
  • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
  • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
  • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.
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Rules Clarification : Electro Leap      (Edit)

  • Electro Leap is a weapon property. As such, it doesn't apply to Power Attacks at all.
  • A Steamroller flag can be hit by Electro Leap. (Infernal Ruling)
  • Not considered an attack (Edit)
    • The original attack and damage is definitely an attack, and triggers stuff normally. But the "secondary" damage works quite differently.
    • The secondary damage is not an attack, so doesn't trigger stuff like Vengeance.
    • The secondary damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • The secondary damage is not from an attack, but it is damage from the original model. This has two implications:
    1. It's not an attack from a weapon so:
      • it won't gain damage buffs from the weapon (such as Poison).
      • it won't gain any Damage Types from the weapon. (Infernal Ruling)
    2. It is a damage roll from a model so:

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Rules Clarification : Colossal      (Edit)

Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Electricity - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.
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Rules Clarification : Activate Lightning Pod      (Edit)

  • You cannot Activate a Lightning Pod after running, because that causes your activation to end during your Normal Movement; and placing the pod happens after Normal Movement.
  • If a Lightning Pod is placed into a hazard (such as a Scather), then you resolve the Pod's lightning damage before the pod takes damage from the hazard.
  • The damage is not from an attack (so won't trigger stuff like Vengeance), but it is from the Stormwall so you can boost it.

Rules Clarification : Conductor - None yet. (Edit)
Rules Clarification : Created - None yet. (Edit)
Rules Clarification : Immobile - None yet. (Edit)

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Note to Editors
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